The Rise and Fall of Deus Ex

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During the 80s and 90s, most video game genres tended to stay squarely in their lanes. First person shooters like Doom focused exclusively on gunning down monsters. Role-playing games like Ultima epitomized inventories and statistics. And stealth games like Thief prioritized sneaking through the shadows above all else.

Every now and then, an experience like System Shock or Strife would come along, and challenge the medium’s self-imposed rigidness by melding multiple genres together. Yet many would argue that it was only after the release of Deus Ex that the idea of a genre-bending game became truly popular. The brainchild of Warren Spector, Deus Ex allowed players to make their way through a cyberpunk rendition of the year 2052 using a wide variety of different mechanics and playstyles, allowing for an uncountable number of solutions to its life-like quagmires. The experience that it provided was as stupendous in its execution as it was difficult to quantify – so much so, that it would single-handedly usher in the term “Immersive Sim” to describe all prior and future games that would be included in its lineage.

Countless developers would incorporate Deus Ex’s most salient aspects into their craft in the wake of its release, and many would reap the benefits of doing so for years to come. Yet Deus Ex’s own developers would struggle to fully capitalize on their opus’s success, producing only a single, underwhelming sequel in the years that would follow before being scattered to the wind.
A passionate team based in Montreal would eventually take up the series’s mantle, and release a respectful reboot over a decade after the first game’s debut. But in the end – despite following up said reboot with a solid sequel – the team would be forced to focus its efforts elsewhere, and the series would go dormant once more.

This is the rise and fall of Deus Ex.

CHAPTERS

00:00 Intro
2:25 Deus Ex
11:53 Deus Ex: Invisible War
18:20 Deus Ex: Human Revolution
24:29 Deus Ex: Mankind Divided
28:10 Outro

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The TRAGEDY of Wolfenstein Youngblood

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Widely considered the grandfather of first-person shooters, Wolfenstein and its lengthy history know both the thrill of victory and the agony of failure. The franchise’s 2009 entry, the Raven Software-developed Wolfenstein, marked a particularly low point for the series, leaving many to ponder whether protagonist B.J. Blazkowicz’ Nazi-killing days had finally come to an end. MachineGames, however, a Swedish studio founded by former Starbreeze developers, proved approximately five years later that B.J. still had plenty of fight left in him.

The team successfully pitched a new direction for the IP to series creator id Software and publisher Bethesda Softworks, proposing an alternate history, post-World War 2 narrative wherein the Nazis claimed victory. MachineGames’ ensuing partnership with the companies culminated in 2014’s Wolfenstein: The New Order, 2017’s Wolfenstein 2: The New Colossus, and The Old Blood expansion in between. These adventures cast a darker, more serious tone over the franchise that ultimately led to B.J.’s transition into a family man. And killing Nazis, inherently, became integral to the proverbial family business.

Thus, Wolfenstein: Youngblood dropped players into the roles of Jess and Soph, B.J.’s twin daughters who, by the 1980s, had grown old enough to infiltrate Nazi-controlled Paris but remained young enough to embark on a relatively lighthearted coming-of-age journey. On paper, the premise worked flawlessly; in practice, Youngblood crumbled under the pressure of cooperative gameplay, light RPG elements, and an open-ended structure—all qualities that went unexplored in MachineGames’ previous projects. Consequently, the final product came across as a hollow shell of the Wolfenstein experience that millions grew to associate with the brand.

This is the tragedy of Wolfenstein: Youngblood.

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The History of Mad Max

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In 1979, George Miller’s Mad Max introduced movie-going audiences to a post-apocalyptic anti-hero, the titular Mad Max, who went on to inspire generations of other morally ambiguous pop culture figures across multiple mediums of entertainment. Mad Max Beyond Thunderdome hit theaters in 1985, marking the third entry in the wildly successful series. It unwittingly denoted the start of a decades-long drought, too, which wouldn’t end until Mad Max: Fury Road and Avalanche Studios’ Mad Max released in May and September of 2015, respectively.

Though the open-world Avalanche game bore minimal relation to the fourth Mad Max film, the two projects shared a tumultuous production history. However, confusion abounds with regards to when exactly their paths crossed and later diverged. The sprawling Mad Max adventure that players ultimately installed on their PC, PlayStation 4, or Xbox One was not what George Miller initially had in mind upon pursuing a video game adaptation several years prior. Still, Avalanche Studios managed to produce an experience that honored the director’s seminal epics.

The crew at Avalanche also carefully crafted a product that fans of its past open-worlds could appreciate, even if they harbored little to no nostalgia for the blockbuster film franchise. Accomplishing as much proved an arduous task; although, at the very least, the hard work went on to cement the licensed title as a cult classic worthy of its namesake.

This is the history of Mad Max.

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